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Light probe cloud generation for games

The purpose of this thesis is to explore and research posibilities of
automating the process of virtual light probe placement in a 3D
scene. At the moment, probes are placed manually by artists, thus
it is consuming time which could be used for other purposes. The
primary focus of this research is to find and analyze possible algorithms
for placing probes in arbitrary scene and to find an approach
to use those probes in a real time application. Two different placement
algorithms were analyzed and a sufficiently efficient probe
cloud structure was implemented. The results from both placement
algorithms were similar in terms of location. Furthermore, a data
structure for irregularly placed light probes was implemented. The
structure empowered fast interpolation of the cloud to approximate
lighting in an arbitrary position. The resulting cloud was tested in
a real-time renderer with several scenes. The lighting contribution
from the cloud was sufficiently correct and the performance impact
(disregarding precalculation) was negligible.

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BibTeX @mastersthesis{Sukys2014,author={Sukys, Petras},title={Light probe cloud generation for games},abstract={The purpose of this thesis is to explore and research posibilities of
automating the process of virtual light probe placement in a 3D
scene. At the moment, probes are placed manually by artists, thus
it is consuming time which could be used for other purposes. The
primary focus of this research is to find and analyze possible algorithms
for placing probes in arbitrary scene and to find an approach
to use those probes in a real time application. Two different placement
algorithms were analyzed and a sufficiently efficient probe
cloud structure was implemented. The results from both placement
algorithms were similar in terms of location. Furthermore, a data
structure for irregularly placed light probes was implemented. The
structure empowered fast interpolation of the cloud to approximate
lighting in an arbitrary position. The resulting cloud was tested in
a real-time renderer with several scenes. The lighting contribution
from the cloud was sufficiently correct and the performance impact
(disregarding precalculation) was negligible.},publisher={Institutionen för data- och informationsteknik (Chalmers), Chalmers tekniska högskola},place={Göteborg},year={2014},note={64},}

RefWorks RT GenericSR ElectronicID 203060A1 Sukys, PetrasT1 Light probe cloud generation for gamesYR 2014AB The purpose of this thesis is to explore and research posibilities of
automating the process of virtual light probe placement in a 3D
scene. At the moment, probes are placed manually by artists, thus
it is consuming time which could be used for other purposes. The
primary focus of this research is to find and analyze possible algorithms
for placing probes in arbitrary scene and to find an approach
to use those probes in a real time application. Two different placement
algorithms were analyzed and a sufficiently efficient probe
cloud structure was implemented. The results from both placement
algorithms were similar in terms of location. Furthermore, a data
structure for irregularly placed light probes was implemented. The
structure empowered fast interpolation of the cloud to approximate
lighting in an arbitrary position. The resulting cloud was tested in
a real-time renderer with several scenes. The lighting contribution
from the cloud was sufficiently correct and the performance impact
(disregarding precalculation) was negligible.PB Institutionen för data- och informationsteknik (Chalmers), Chalmers tekniska högskola,LA engLK http://publications.lib.chalmers.se/records/fulltext/203060/203060.pdfOL 30